historical/OLD-SCRIPTS-NO-LONGER-GOOD.git/Barrel_War_Machine.txt

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2024-01-16 11:20:27 -06:00
wait(1)
v3 = Vector3.new
cn = CFrame.new
ca2 = CFrame.Angles
mceil = math.ceil mc = mceil
mran = math.random rn=mran
mrad = math.rad rd=mrad
mdeg = math.deg dg=mdeg
mabs = math.abs abs=mabs
ud = UDim2.new
ca = function(x,y,z) return ca2(mrad(x),mrad(y),mrad(z)) end
mran2 = function(a,b) return mran(a*1000,b*1000)/1000 end
bn = BrickColor.new bc=bn
c3 = Color3.new
deb = game:GetService("Debris")
Player = game.Players.LocalPlayer
Char = Player.Character
Torso = Char.Torso
Head = Char.Head
Humanoid = Char.Humanoid
RootPart = Char.HumanoidRootPart
Root = RootPart.RootJoint
Mouse = Player:GetMouse()
LA=Char["Left Arm"]
RA=Char["Right Arm"]
LL=Char["Left Leg"]
RL=Char["Right Leg"]
LAM=Torso["Left Shoulder"]
RAM=Torso["Right Shoulder"]
LLM=Torso["Left Hip"]
RLM=Torso["Right Hip"]
Neck=Torso.Neck
Neck.C0=cn(0,1.5,0)
Neck.C1=cn(0,0,0)
name="Timbersaw"
pcall(function() Char["Sawsuit"]:Destroy() end)
pcall(function() Player.PlayerGui[name]:Destroy() end)
pcall(function() Char[name]:Destroy() end)
pcall(function() Char.Block:Destroy() end)
pcall(function() Char.Animate:Destroy() end)
script.Name = name
as = {}
so = {"Block","Hit","Shoot"}
as.Cone = "1033714"
as.Blast = "20329976"
as.Diamond = "9756362"
as.Block = "rbxasset://sounds\\metal.ogg"
as.Wind = "rbxasset://168892363"
as.Hit = "10209583"
as.ElectricShock = "157325701"
as.Shoot = "130849509"
as.Chakram = "74322089"
as.Ring = "3270017"
iNew=function(tab)
local v=Instance.new(tab[1])
for Ind,Val in pairs(tab) do
if Ind~=1 and Ind~=2 then
v[Ind] = Val
end
end
v.Parent=tab[2]==0 and LastMade or tab[2]
LastMade=v
return v
end
iPart=function(tab)
local v=Instance.new(tab.type or "Part")
if tab.type~="CornerWedgePart" then v.formFactor="Custom" end
v.TopSurface=10 v.BottomSurface=10 v.RightSurface=10 v.LeftSurface=10 v.FrontSurface=10 v.BackSurface=10
v.Size=v3(tab[2],tab[3],tab[4])
v.Locked = true
v.Material="SmoothPlastic"
if tab.co then v.BrickColor=bn(tab.co) end
if tab.tr then v.Transparency=tab.tr end
if tab.rf then v.Reflectance=tab.rf end
if tab.cf then v.CFrame=tab.cf end
if tab.an then v.Anchored=tab.an end
if tab.mt then v.Material=tab.mt end
if tab.ca then v.CanCollide=tab.ca end
v.Parent=tab[1]
LastMade=v
return v
end
function Raycast(Pos,Dir,Dist,tab)
return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit *Dist),tab)
end
function wait2(tim)
local last = tick()
repeat wait(0) until (tick()-last)>=tim
end
Block=iNew{"NumberValue",Char,Name="Block",Value=0}
Root.C0=cn(0,0,0)
Root.C1=cn(0,0,0)
for _,force in pairs(Torso:GetChildren()) do if force:IsA("BodyForce") or force:IsA("BodyGyro") or force:IsA("RocketPropulsion") then force:Destroy() end end
pcall(function() Torso.LAW:Remove() Torso.RAW:Remove() Torso.LLW:Remove() Torso.RLW:Remove() end)
LAW=iNew{"Weld",Torso,Name="LAW",Part0=Torso,C0=cn(-1.5,0.5,0),C1=cn(0,0.5,0)}
RAW=iNew{"Weld",Torso,Name="RAW",Part0=Torso,C0=cn( 1.5,0.5,0),C1=cn(0,0.5,0)}
LLW=iNew{"Weld",Torso,Name="LLW",Part0=Torso,C0=cn(-0.5, -1,0),C1=cn(0, 1,0)}
RLW=iNew{"Weld",Torso,Name="RLW",Part0=Torso,C0=cn( 0.5, -1,0),C1=cn(0, 1,0)}
function Arms(on)
LAM.Parent=Torso LAM.Part0=Torso
RAM.Parent=Torso RAM.Part0=Torso
LAM.Part1=on and nil or LA
RAM.Part1=on and nil or RA
LAW.Part1=on and LA or nil
RAW.Part1=on and RA or nil
end
function Legs(on)
LLM.Parent=Torso LLM.Part0=Torso
RLM.Parent=Torso RLM.Part0=Torso
LLM.Part1=on and nil or LL
RLM.Part1=on and nil or RL
LLW.Part1=on and LL or nil
RLW.Part1=on and RL or nil
end
function GetWeld(weld)
if not weld:FindFirstChild("Angle") then
local a = Instance.new("Vector3Value", weld)
a.Name = "Angle"
local x,y,z=weld.C0:toEulerAnglesXYZ()
a.Value=v3(mdeg(x),mdeg(y),mdeg(z))
end
return weld.C0.p,weld.Angle.Value
end
function ClearWeld(weld)
if weld:FindFirstChild"Angle" then
weld.Angle:Remove()
end
end
function SetWeld(weld,CC,i, loops, origpos,origangle, nextpos,nextangle,smooth)
local CO="C"..CC
smooth = smooth or 1
if not weld:FindFirstChild("Angle") then
local a = Instance.new("Vector3Value", weld)
a.Name = "Angle"
local x,y,z=weld.C0:toEulerAnglesXYZ()
a.Value=v3(mdeg(x),mdeg(y),mdeg(z))
end
local perc
if smooth == 1 then
perc = math.sin((math.pi/2)/loops*i)
else
perc = i/loops
end
local tox,toy,toz = 0,0,0
if origangle.x > nextangle.x then
tox = -mabs(origangle.x - nextangle.x) *perc
else
tox = mabs(origangle.x - nextangle.x) *perc
end
if origangle.y > nextangle.y then
toy = -mabs(origangle.y - nextangle.y) *perc
else
toy = mabs(origangle.y - nextangle.y) *perc
end
if origangle.z > nextangle.z then
toz = -mabs(origangle.z - nextangle.z) *perc
else
toz = mabs(origangle.z - nextangle.z) *perc
end
local tox2,toy2,toz2 = 0,0,0
if origpos.x > nextpos.x then
tox2 = -mabs(origpos.x - nextpos.x) *perc
else
tox2 = mabs(origpos.x - nextpos.x) *perc
end
if origpos.y > nextpos.y then
toy2 = -mabs(origpos.y - nextpos.y) *perc
else
toy2 = mabs(origpos.y - nextpos.y) *perc
end
if origpos.z > nextpos.z then
toz2 = -mabs(origpos.z - nextpos.z) *perc
else
toz2 = mabs(origpos.z - nextpos.z) *perc
end
weld.Angle.Value = v3(origangle.x + tox,origangle.y + toy,origangle.z + toz)
weld[CO] = cn(origpos.x + tox2,origpos.y + toy2,origpos.z + toz2)*ca(origangle.x + tox,origangle.y + toy,origangle.z + toz)
end
function Triangle(p)
local g, v = 0
for s = 1, 3 do
local l = (p[1+(s+1)%3] - p[1+s%3]).magnitude
g, v = l > g and l or g, l > g and {p[1+(s-1)%3], p[1+(s)%3], p[1+(s+1)%3]} or v
end
local d = v[2]+(v[3]-v[2]).unit*((v[3]-v[2]).unit:Dot(v[1]-v[2]))
local c, b = (d-v[1]).unit, (v[2]-v[3]).unit
local a = b:Cross(c)
local w0=iPart{workspace,1,1,1,an=true,tr=0.5,mt="SmoothPlastic",co=cc[2],cf=cn(0,0,0,a.x,b.x,c.x,a.y,b.y,c.y,a.z,b.z,c.z) + (v[1]+v[2])/2} w0.CanCollide = false w0.Name = "unray"
local w1=iPart{workspace,1,1,1,an=true,tr=0.5,mt="SmoothPlastic",co=cc[2],cf=cn(0,0,0,-a.x,-b.x,c.x,-a.y,-b.y,c.y,-a.z,-b.z,c.z) + (v[1]+v[3])/2} w1.CanCollide = false w1.Name = "unray"
local m0=iNew{"SpecialMesh",w0,MeshType="Wedge",Scale=v3(0,(v[2]-d).magnitude,(v[1]-d).magnitude)}
local m1=iNew{"SpecialMesh",w1,MeshType="Wedge",Scale=v3(0,(v[3]-d).magnitude,(v[1]-d).magnitude)}
return w0,w1
end
function Lightning(from,to,times,offset,col,thickness,tra)
local magz = (from - to).magnitude
local curpos = from
local trz = {-offset,offset}
for i=1,times do
local li = iPart{workspace,thickness,thickness,magz/times,an=true,tr=tra or 0.4,co=col or "New Yeller"} li.CanCollide = false li.Name = "unray"
local ofz = v3(trz[mran(1,2)],trz[mran(1,2)],trz[mran(1,2)])
local trolpos = cn(curpos,to)*cn(0,0,magz/times).p+ofz
if times == i then
local magz2 = (curpos - to).magnitude
li.Size = v3(thickness,thickness,magz2)
li.CFrame = cn(curpos,to)*cn(0,0,-magz2/2)
else
li.CFrame = cn(curpos,trolpos)*cn(0,0,magz/times/2)
end
curpos = li.CFrame*cn(0,0,magz/times/2).p
deb:AddItem(li,0.25)
end
end
function PlaySound(sound,pitch,volume,parent)
local newSound = iNew{"Sound",parent or Torso,Pitch=pitch,Volume=volume,Name=sound,SoundId=sound}
newSound:Play()
deb:AddItem(newSound,6)
return newSound
end
function MeshEffect(par,cf,x,y,z,inc,col,sha,adj)
local adj = adj or cn(0,0,0)
local mp=iPart{par,1,1,1,co=col,tr=0.3,ca=false,an=true} mp.CFrame=cf mp.Name="unray"
local ms
if sha:sub(1,4)=="http" then
ms=iNew{"SpecialMesh",mp,MeshId=sha}
elseif sha=="Block" then
ms=iNew{"BlockMesh",mp}
elseif sha=="Cylinder" then
ms=iNew{"CylinderMesh",mp}
elseif sha=="Head" or sha=="Sphere" then
ms=iNew{"SpecialMesh",mp,MeshType=sha}
end
deb:AddItem(mp,0.7)
Spawn(function()
for i=0,1,inc do
mp.Transparency=0.3+(1*i)
mp.CFrame=mp.CFrame*adj
ms.Scale=v3(x,y,z)*(0.3+(1*i))
if i>=1 or mp.Transparency >= 1 then mp:Destroy() end
wait(0)
end
end)
end
Dmg=true
Dmgv={10,15}
HitDebounce={}
Mult = 1
Damage=function(Hum,Damage)
local HName = Hum.Parent.Name
if HitDebounce[HName] and HitDebounce[HName]>tick() then return end
HitDebounce[HName] = tick()+0.6
local Dealt = Damage*Mult
local col = ""
if Hum.Parent:findFirstChild("Block") and Hum.Parent.Block:IsA("NumberValue") and Hum.Parent.Block.Value>0 then
Hum.Parent.Block.Value=Hum.Parent.Block.Value-1
col="Bright blue"
PlaySound(as.Block,1,1,Torso)
else
Hum:TakeDamage(Dealt)
col="Bright red"
PlaySound(as.Hit,1,1,Torso)
end
Knockback(Hum.Parent.Torso,Torso.Position,20,0.2)
local DoH=iNew{'Model',workspace,Name=col=='Bright blue' and 'Block' or Dealt}
iNew{'Humanoid',DoH,MaxHealth=0,Health=0,Name=''}
local Doh=iPart{DoH,1,0.2,1,co=col,an=true} Doh.Name='Head' Doh.CanCollide = false
iNew{'BlockMesh',Doh}
local dofs=Hum.Parent.Torso.CFrame*cn(mran2(-1.5,1.5),2.5,mran2(-1,1))
Doh.CFrame=dofs
deb:AddItem(Doh,1)
end
local Suit = iNew{"Model",Char,Name="Sawsuit"}
cc = {"Black","Dark stone grey","Brown","Olive","Bright red","Bright orange","Bright yellow","Medium stone grey","Bright green","Bright blue","White","Bright purple",
"Really black"}
ButtonColors = {cc[5],cc[7],cc[9],cc[10],cc[12]}
Stand = iPart{Suit,2,2,1,tr=1}
wStand = iNew{"Weld",Suit,Part0=RootPart,Part1=Stand,C0=cn(0,0,0),C1=cn(0,0.5,0.5)}
for i=360/12,360,360/12 do
local Wood = iPart{Suit,1.5,1,0.5,mt="WoodPlanks",co=cc[3]}
iNew{"Weld",Suit,Part0=Stand,Part1=Wood,C0=cn(0,0,0)*ca(0,i,0)*cn(0,0,-2.5)}
local Int = iPart{Suit,1.25,0.2,1,co=cc[2]}
iNew{"Weld",Suit,Part0=Wood,Part1=Int,C0=cn(0,0.5,0.75)}
local Metal = iPart{Suit,1.5,0.4,0.7,mt="DiamondPlate",co=cc[2]}
iNew{"Weld",Suit,Part0=Wood,Part1=Metal,C0=cn(0,1.4/2,0)}
local Wood2 = iPart{Suit,1.5,0.75,0.5,mt="WoodPlanks",co=cc[3]}
iNew{"Weld",Suit,Part0=Wood,Part1=Wood2,C0=cn(0,-1.75/4,-0.25)*ca(-25,0,0)*cn(0,-1.75/4,0.25)}
end
SmokeStack = iPart{Suit,0.4,2,0.4,co=cc[2]}
iNew{"Weld",Suit,Part0=Stand,Part1=SmokeStack,C0=cn(1.75,1.5,1.25)}
iNew{"CylinderMesh",SmokeStack}
StackBall = iPart{Suit,0.8,0.8,0.8,co=cc[2]}
iNew{"Weld",Suit,Part0=SmokeStack,Part1=StackBall,C0=cn(0,1,0)}
iNew{"SpecialMesh",StackBall,MeshType="Sphere"}
StackC = iPart{Suit,1,0.2,1,co=cc[5]}
iNew{"Weld",Suit,Part0=SmokeStack,Part1=StackC,C0=cn(0,1,0)}
iNew{"CylinderMesh",StackC}
Cone = iPart{Suit,0,0,0,co=cc[5]}
iNew{"Weld",Suit,Part0=StackC,Part1=Cone,C0=cn(0,0.5,0)}
iNew{"SpecialMesh",Cone,MeshId=as.Cone,Scale=v3(0.4,1.1,0.4)}
StackC2 = iPart{Suit,0.55,0.2,0.55,co=cc[6]}
iNew{"Weld",Suit,Part0=StackC,Part1=StackC2,C0=cn(0,0.5,0)}
iNew{"CylinderMesh",StackC2,Scale=v3(1,0.5,1)}
Cone2 = iPart{Suit,0,0,0,co=cc[5]}
iNew{"Weld",Suit,Part0=Cone,Part1=Cone2,C0=cn(0,0,0)*ca(180,0,0)}
iNew{"SpecialMesh",Cone2,MeshId=as.Cone,Scale=v3(0.4,1.3,0.4)}
Hole = iPart{Suit,0.6,0.2,0.6,co=cc[2]}
iNew{"Weld",Suit,Part0=Cone2,Part1=Hole,C0=cn(0,-0.5,0)}
iNew{"CylinderMesh",Hole,Scale=v3(1,0.1,1)}
StackTop = iPart{Suit,0.8,0.2,0.8,co=cc[5]}
iNew{"Weld",Suit,Part0=Hole,Part1=StackTop,C0=cn(-0.4,-0,0)*ca(0,0,-30)*cn(0.4,0,0)}
iNew{"CylinderMesh",StackTop,Scale=v3(1,0.5,1)}
iNew{"Smoke",Hole,Color=bn(cc[13]).Color,RiseVelocity=-10,Size=1,Opacity = 0.4}
BackCyl = iPart{Suit,0,0,0,co=cc[2],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=Stand,Part1=BackCyl,C0=cn(0,0.5,2)}
iNew{"SpecialMesh",BackCyl,MeshType="Sphere",Scale=v3(3,4.5,1.25)/0.2}
SeatBack = iPart{Suit,2.25,3,0.3,co=cc[1]}
iNew{"Weld",Suit,Part0=Stand,Part1=SeatBack,C0=cn(0,0.5,1.2)*ca(5,0,0)}
SeatBack2 = iPart{Suit,2.25*0.9,3*0.9,0.2,mt="Fabric",co=cc[6]}
iNew{"Weld",Suit,Part0=SeatBack,Part1=SeatBack2,C0=cn(0,0,-0.25)}
for i=-1,1,2 do
SeatS = iPart{Suit,0.2,1.5,2,co=cc[1]}
iNew{"Weld",Suit,Part0=SeatBack,Part1=SeatS,C0=cn((2.05/2)*i,0,0.1)*ca(0,-15*i,0)*cn(0,0,-1)}
SeatS2 = iPart{Suit,0.2,1.5*0.9,2*0.9,mt="Fabric",co=cc[6]}
iNew{"Weld",Suit,Part0=SeatS,Part1=SeatS2,C0=cn(-0.1*i,0,0)}
end
Levers = {}
for i=-1,1,2 do
local LevJ = iPart{Suit,0,0,0,tr=0.5}
local LeverW = iNew{"Weld",Suit,Part0=Stand,Part1=LevJ,C0=cn(i,0.6,-1.5)}
local Lever = iPart{Suit,0.2,1,0.2,co=cc[8]}
iNew{"Weld",Suit,Part0=LevJ,Part1=Lever,C0=cn(0,0.5,0)}
table.insert(Levers,{LeverW})
iNew{"CylinderMesh",Lever}
local LeverBall = iPart{Suit,0.5,0.5,0.5,co=cc[6]}
iNew{"Weld",Suit,Part0=Lever,Part1=LeverBall,C0=cn(0,0.6,0)}
iNew{"SpecialMesh",LeverBall,MeshType="Sphere"}
end
for i=-1,1,1 do
local Button = iPart{Suit,0.3,0.2,0.3,co=ButtonColors[mran(1,#ButtonColors)]}
iNew{"Weld",Suit,Part0=Stand,Part1=Button,C0=cn(0.5*i,0.6,-1.5)}
iNew{"CylinderMesh",Button,Scale=v3(1,0.5,1)}
end
Chakram = iPart{Suit,5,5,1,co=cc[2]} Chakram.Name="Chakram"
wChakram = iNew{"Weld",Suit,Part0=Stand,Part1=Chakram,C0=cn(0,-1.4,0)*ca(90,0,0)}
iNew{"SpecialMesh",Chakram,MeshId=as.Chakram,Scale=v3(5.5,5.5,5)}
for i=-1,1,2 do
Cyl = iPart{Suit,6,0.2,6,co=cc[2]}
iNew{"Weld",Suit,Part0=Stand,Part1=Cyl,C0=cn(0,-1.4+i/5,0)}
iNew{"CylinderMesh",Cyl}
end
for i=360/8,360,360/8 do
local Bolt = iPart{Suit,0.2,0.2,0.2,co=cc[4],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=Cyl,Part1=Bolt,C0=cn(0,0.1,0)*ca(0,i,0)*cn(0,0,-2.75)}
iNew{"SpecialMesh",Bolt,MeshType="Sphere",Scale=v3(1,0.75,1)}
end
Ball = iPart{Suit,4.5,3.5,4,co=cc[1]}
wBall = iNew{"Weld",Suit,Part0=Stand,Part1=Ball,C0=cn(0,-1.5,0)}
iNew{"SpecialMesh",Ball,MeshType="Sphere"}
BallM = iPart{Suit,2,3.5*1.1,4*1.1,co=cc[2]}
iNew{"Weld",Suit,Part0=Ball,Part1=BallM,C0=cn(0,0,0)}
iNew{"SpecialMesh",BallM,MeshType="Sphere"}
LArmConnect = iPart{Suit,0.25,1.25,0.5,co=cc[2],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=Stand,Part1=LArmConnect,C0=cn(-2.275,1.525,0)}
ConnectTop = iPart{Suit,0.5,0.2475,0.5,co=cc[2],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=LArmConnect,Part1=ConnectTop,C0=cn(0,1.25/2,0)*ca(0,0,90)}
iNew{"CylinderMesh",ConnectTop}
CCyl = iPart{Suit,2,0.25,2,co=cc[4],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=LArmConnect,Part1=CCyl,C0=cn(-0.25,-0.125,0)*ca(0,0,90)}
iNew{"CylinderMesh",CCyl}
CCyl2 = iPart{Suit,2.5,0.35,2.5,co=cc[5],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=CCyl,Part1=CCyl2,C0=cn(0,0.3,0)}
iNew{"CylinderMesh",CCyl2}
CCyl3 = iPart{Suit,2,0.25,2,co=cc[2],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=CCyl2,Part1=CCyl3,C0=cn(0,0.25,0)}
iNew{"CylinderMesh",CCyl3}
CCyl4 = iPart{Suit,1.5,0.25,1.5,co=cc[5],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=CCyl3,Part1=CCyl4,C0=cn(0,0.25,0)}
iNew{"CylinderMesh",CCyl4}
LArm = iPart{Suit,1.25,1.25,1.25,co=cc[1],mt="DiamondPlate"}
wLArm = iNew{"Weld",Suit,Part0=CCyl4,Part1=LArm,C0=ca(-35,0,45)}
iNew{"SpecialMesh",LArm,MeshType="Sphere"}
ArmE = iPart{Suit,0.5,1.5,0.5,co=cc[2]}
iNew{"Weld",Suit,Part0=LArm,Part1=ArmE,C0=cn(0,1.25,0)}
iNew{"CylinderMesh",ArmE}
LArm2 = iPart{Suit,1.25,1.25,1.25,co=cc[1],mt="DiamondPlate"}
wLArm2 = iNew{"Weld",Suit,Part0=ArmE,Part1=LArm2,C0=cn(0,0.75,0)*ca(-80,100,0)}
iNew{"SpecialMesh",LArm2,MeshType="Sphere"}
ArmF = iPart{Suit,1.35,0.25,1.35,co=cc[5],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=LArm2,Part1=ArmF}
iNew{"CylinderMesh",ArmF}
ArmFM = iPart{Suit,1.25,1,1.25,co=cc[3],mt="WoodPlanks"}
iNew{"Weld",Suit,Part0=ArmF,Part1=ArmFM,C0=cn(0,0.5,0)}
iNew{"CylinderMesh",ArmFM}
ArmF = iPart{Suit,1.35,0.25,1.35,co=cc[5],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=ArmFM,Part1=ArmF,C0=cn(0,0.5,0)}
iNew{"CylinderMesh",ArmF}
ArmAnt = iPart{Suit,0.4,0.75,0.4,co=cc[5],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=ArmFM,Part1=ArmAnt,C0=cn(-0.775,-0.25,0)}
iNew{"CylinderMesh",ArmAnt}
ArmAnt2 = iPart{Suit,0.2,0.75,0.2,co=cc[8]}
iNew{"Weld",Suit,Part0=ArmAnt,Part1=ArmAnt2,C0=cn(0,-0.75,0)}
iNew{"CylinderMesh",ArmAnt2}
ArmAnt3 = iPart{Suit,0.35,0.2,0.35,co=cc[2]}
iNew{"Weld",Suit,Part0=ArmAnt,Part1=ArmAnt3,C0=cn(0,0.75/2,0)}
iNew{"CylinderMesh",ArmAnt3,Scale=v3(1,0.1,1)}
ArmAnt4 = iPart{Suit,0.3,0.3,0.3,co=cc[5]}
iNew{"Weld",Suit,Part0=ArmAnt2,Part1=ArmAnt4,C0=cn(0,-0.75/2,0)}
iNew{"CylinderMesh",ArmAnt4}
for i=-1,1,2 do
local BladeH = iPart{Suit,0.5,1.25,0.2,co=cc[2],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=ArmF,Part1=BladeH,C0=cn(0,0.75,i/5)}
local BladeH2 = iPart{Suit,0.5,0.2,0.5,co=cc[2],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=BladeH,Part1=BladeH2,C0=cn(0,1.25/2,0)*ca(90,0,0)}
iNew{"CylinderMesh",BladeH2,Scale=v3(1,0.99,1)}
local Bolt = iPart{Suit,0.2,0.2,0.2,co=cc[8]}
iNew{"Weld",Suit,Part0=BladeH2,Part1=Bolt,C0=cn(0,(0.25/2)*i,0)}
iNew{"CylinderMesh",Bolt,Scale=v3(1,0.25,1)}
local Bolt = iPart{Suit,0.2,0.2,0.2,co=cc[8]}
iNew{"Weld",Suit,Part0=BladeH,Part1=Bolt,C0=cn(0,0,(0.25/2)*i)*ca(90,0,0)}
iNew{"CylinderMesh",Bolt,Scale=v3(1,0.25,1)}
end
ArmSawP = iPart{Suit,0.8,2,0.2,co=cc[8]}
iNew{"Weld",Suit,Part0=ArmF,Part1=ArmSawP,C0=cn(0,2.25,0)}
for i=-1,1,2 do
local ArmSawC = iPart{Suit,0.8,0.2,0.8,co=cc[8]}
iNew{"Weld",Suit,Part0=ArmSawP,Part1=ArmSawC,C0=cn(0,1*i,0)*ca(90,0,0)}
iNew{"CylinderMesh",ArmSawC,Scale=v3(1,0.99,1)}
end
for i=-1,1,1 do
local ArmSawC = iPart{Suit,0.3,0.2,0.3,co=cc[8],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=ArmSawP,Part1=ArmSawC,C0=cn(0,0.9*i,0.25/2)*ca(90,0,0)}
iNew{"CylinderMesh",ArmSawC,Scale=v3(1,0.25,1)}
end
Saw0 = iPart{Suit,0,0,0,tr=1}
iNew{"Weld",Suit,Part0=ArmSawP,Part1=Saw0,C0=ca(90,90,0)}
Saws = {}
for i=1,28 do
local Saw = iPart{Suit,0.55,0.2,i%2==0 and 0.55 or 0.8,co=cc[2]} Saw.Name="Saw"
local wSaw = iNew{"Weld",Suit,Part0=Saw0,Part1=Saw}
iNew{"BlockMesh",Saw,Scale=v3(1,0.5,1)}
table.insert(Saws,{Saw,wSaw})
end
RArmConnect = iPart{Suit,0.25,1.25,0.5,co=cc[2],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=Stand,Part1=RArmConnect,C0=cn(2.275,1.525,0)}
ConnectTop = iPart{Suit,0.5,0.2475,0.5,co=cc[2],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=RArmConnect,Part1=ConnectTop,C0=cn(0,1.25/2,0)*ca(0,0,90)}
iNew{"CylinderMesh",ConnectTop}
CCyl = iPart{Suit,2,0.25,2,co=cc[4],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=RArmConnect,Part1=CCyl,C0=cn(0.25,-0.125,0)*ca(0,0,-90)}
iNew{"CylinderMesh",CCyl}
CCyl2 = iPart{Suit,2.5,0.35,2.5,co=cc[5],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=CCyl,Part1=CCyl2,C0=cn(0,0.3,0)}
iNew{"CylinderMesh",CCyl2}
CCyl3 = iPart{Suit,2,0.25,2,co=cc[2],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=CCyl2,Part1=CCyl3,C0=cn(0,0.25,0)}
iNew{"CylinderMesh",CCyl3}
CCyl4 = iPart{Suit,1.5,0.25,1.5,co=cc[5],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=CCyl3,Part1=CCyl4,C0=cn(0,0.25,0)}
iNew{"CylinderMesh",CCyl4}
RArm = iPart{Suit,1.25,1.25,1.25,co=cc[1],mt="DiamondPlate"}
wRArm = iNew{"Weld",Suit,Part0=CCyl4,Part1=RArm,C0=ca(0,-35,-50)}
iNew{"SpecialMesh",RArm,MeshType="Sphere"}
ArmE = iPart{Suit,0.5,1.5,0.5,co=cc[2]}
iNew{"Weld",Suit,Part0=RArm,Part1=ArmE,C0=cn(0,1.25,0)}
iNew{"CylinderMesh",ArmE}
RArm2 = iPart{Suit,1.25,1.25,1.25,co=cc[1],mt="DiamondPlate"}
wRArm2 = iNew{"Weld",Suit,Part0=ArmE,Part1=RArm2,C0=cn(0,0.75,0)*ca(0,90,-65)}
iNew{"SpecialMesh",RArm2,MeshType="Sphere"}
ArmF = iPart{Suit,1.35,0.25,1.35,co=cc[5],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=RArm2,Part1=ArmF}
iNew{"CylinderMesh",ArmF}
ArmFM = iPart{Suit,1.25,1,1.25,co=cc[3],mt="WoodPlanks"}
iNew{"Weld",Suit,Part0=ArmF,Part1=ArmFM,C0=cn(0,0.5,0)}
iNew{"CylinderMesh",ArmFM}
ArmF = iPart{Suit,1.35,0.25,1.35,co=cc[5],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=ArmFM,Part1=ArmF,C0=cn(0,0.5,0)}
iNew{"CylinderMesh",ArmF}
ArmAnt = iPart{Suit,0.4,0.75,0.4,co=cc[5],mt="DiamondPlate"}
iNew{"Weld",Suit,Part0=ArmFM,Part1=ArmAnt,C0=cn(-0.775,-0.25,0)}
iNew{"CylinderMesh",ArmAnt}
ArmAnt2 = iPart{Suit,0.2,0.75,0.2,co=cc[8]}
iNew{"Weld",Suit,Part0=ArmAnt,Part1=ArmAnt2,C0=cn(0,-0.75,0)}
iNew{"CylinderMesh",ArmAnt2}
ArmAnt3 = iPart{Suit,0.35,0.2,0.35,co=cc[2]}
iNew{"Weld",Suit,Part0=ArmAnt,Part1=ArmAnt3,C0=cn(0,0.75/2,0)}
iNew{"CylinderMesh",ArmAnt3,Scale=v3(1,0.1,1)}
ArmAnt4 = iPart{Suit,0.3,0.3,0.3,co=cc[5]}
iNew{"Weld",Suit,Part0=ArmAnt2,Part1=ArmAnt4,C0=cn(0,-0.75/2,0)}
iNew{"CylinderMesh",ArmAnt4}
for i=360/12,360,360/12 do
local ArmP = iPart{Suit,0.45,0.8,0.2,co=cc[8]} ArmP.Name = "Saw"
iNew{"Weld",Suit,Part0=ArmF,Part1=ArmP,C0=cn(0,0.4,0)*ca(0,i,0)*cn(0,0,0.6)*ca(20,0,0)}
end
for i=360/3,360,360/3 do
local HookP = iPart{Suit,0.5,0.5,0.2,co=cc[8]} HookP.Name = "Saw"
iNew{"Weld",Suit,Part0=ArmF,Part1=HookP,C0=cn(0,0.9,0)*ca(0,i,0)*cn(0,0,0.85)*ca(40,0,0)}
local HookP2 = iPart{Suit,0.5,0.7,0.2,co=cc[8]} HookP2.Name = "Saw"
iNew{"Weld",Suit,Part0=HookP,Part1=HookP2,C0=cn(0,0.25,0.1)*ca(-75,0,0)*cn(0,0.35,-0.1)}
end
Hole = iPart{Suit,1.1,0.2,1.1,co=cc[13]}
iNew{"Weld",Suit,Part0=ArmF,Part1=Hole,C0=cn(0,0.125,0)}
iNew{"CylinderMesh",Hole,Scale=v3(1,0.1,1)}
LLeg = iPart{Suit,1.5,1.5,1.5,co=cc[1],mt="DiamondPlate"} LastMade.CanCollide = false
wLLeg = iNew{"Weld",Suit,Part0=Ball,Part1=LLeg,C0=cn(-1.5,-1.25,-0.25)*ca(25,0,20)}
iNew{"SpecialMesh",LLeg,MeshType="Sphere"}
LegE = iPart{Suit,0.75,1.5,0.75,co=cc[2]} LastMade.CanCollide = false
iNew{"Weld",Suit,Part0=LLeg,Part1=LegE,C0=cn(0,-1.25,0)}
iNew{"CylinderMesh",LegE}
LLeg2 = iPart{Suit,1.25,1.25,1.25,co=cc[1],mt="DiamondPlate"} LastMade.CanCollide = false
wLLeg2 = iNew{"Weld",Suit,Part0=LegE,Part1=LLeg2,C0=cn(0,-0.75,0)*ca(-45,0,0)}
iNew{"SpecialMesh",LLeg2,MeshType="Sphere"}
LegE = iPart{Suit,0.75,1,0.75,co=cc[2]} LastMade.CanCollide = false
iNew{"Weld",Suit,Part0=LLeg2,Part1=LegE,C0=cn(0,-1,0)}
iNew{"CylinderMesh",LegE}
LLeg3 = iPart{Suit,1,1,1,co=cc[1],mt="DiamondPlate"} LastMade.CanCollide = false
wLLeg3 = iNew{"Weld",Suit,Part0=LegE,Part1=LLeg3,C0=cn(0,-0.5,0)*ca(0,0,0)}
iNew{"SpecialMesh",LLeg3,MeshType="Sphere"}
LFoot = iPart{Suit,1.5,0.5,2.25,co=cc[1],mt="DiamondPlate"} LastMade.CanCollide = false
iNew{"Weld",Suit,Part0=LLeg3,Part1=LFoot,C0=cn(0,-0.5,-0.5)*ca(0,0,0)}
FootT = iPart{Suit,1,0.25,1.25,co=cc[1],mt="DiamondPlate"} LastMade.CanCollide = false
iNew{"Weld",Suit,Part0=LFoot,Part1=FootT,C0=cn(0,0.75/2,0.5)}
FootT2 = iPart{Suit,1,0.25,1,co=cc[1],mt="DiamondPlate"} LastMade.CanCollide = false
iNew{"Weld",Suit,Part0=FootT,Part1=FootT2,C0=cn(0,0,-2.25/2+0.5)}
iNew{"CylinderMesh",FootT2}
for i=-1,1,2 do
local FootWedge = iPart{Suit,1.5/4,0.5,0.75,co=cc[1],mt="DiamondPlate"} LastMade.CanCollide = false
iNew{"Weld",Suit,Part0=LFoot,Part1=FootWedge,C0=cn((0.75-(1.5/4/2))*i,0,-2.25/2-0.75/2)}
iNew{"SpecialMesh",FootWedge,MeshType="Wedge"}
local FootPart = iPart{Suit,1.5/4,0.5,0.25,co=cc[1],mt="DiamondPlate"} LastMade.CanCollide = false
iNew{"Weld",Suit,Part0=LFoot,Part1=FootPart,C0=cn((0.75-(1.5/4)*1.5)*i,0,-2.25/2-0.25/2)}
local FootPart = iPart{Suit,1.5/4,0.5,1,co=cc[1],mt="DiamondPlate"} LastMade.CanCollide = false
iNew{"Weld",Suit,Part0=LFoot,Part1=FootPart,C0=cn((0.75-(1.5/4)*1.5)*i,0,-2.5/2-1/2-0.125)}
iNew{"SpecialMesh",FootPart,MeshType="Wedge"}
end
for i=-1,1,1 do
local Bolt = iPart{Suit,0.3,0.2,0.3,co=cc[2],mt="DiamondPlate"} LastMade.CanCollide = false
iNew{"Weld",Suit,Part0=FootT2,Part1=Bolt,C0=cn(0.5*i,-0.1,i==0 and -0.9 or -0.75)}
iNew{"CylinderMesh",Bolt,Scale=v3(1,0.5,1)}
end
RLeg = iPart{Suit,1.5,1.5,1.5,co=cc[1],mt="DiamondPlate"} LastMade.CanCollide = false
wRLeg = iNew{"Weld",Suit,Part0=Ball,Part1=RLeg,C0=cn(1.5,-1.25,-0.25)*ca(25,0,-20)}
iNew{"SpecialMesh",RLeg,MeshType="Sphere"}
LegE = iPart{Suit,0.75,1.5,0.75,co=cc[2]} LastMade.CanCollide = false
iNew{"Weld",Suit,Part0=RLeg,Part1=LegE,C0=cn(0,-1.25,0)}
iNew{"CylinderMesh",LegE}
RLeg2 = iPart{Suit,1.25,1.25,1.25,co=cc[1],mt="DiamondPlate"} LastMade.CanCollide = false
wRLeg2 = iNew{"Weld",Suit,Part0=LegE,Part1=RLeg2,C0=cn(0,-0.75,0)*ca(-45,0,0)}
iNew{"SpecialMesh",RLeg2,MeshType="Sphere"}
LegE = iPart{Suit,0.75,1,0.75,co=cc[2]} LastMade.CanCollide = false
iNew{"Weld",Suit,Part0=RLeg2,Part1=LegE,C0=cn(0,-1,0)}
iNew{"CylinderMesh",LegE}
RLeg3 = iPart{Suit,1,1,1,co=cc[1],mt="DiamondPlate"} LastMade.CanCollide = false
wRLeg3 = iNew{"Weld",Suit,Part0=LegE,Part1=RLeg3,C0=cn(0,-0.5,0)*ca(0,0,0)}
iNew{"SpecialMesh",RLeg3,MeshType="Sphere"}
RFoot = iPart{Suit,1.5,0.5,2.25,co=cc[1],mt="DiamondPlate"} LastMade.CanCollide = false
iNew{"Weld",Suit,Part0=RLeg3,Part1=RFoot,C0=cn(0,-0.5,-0.5)*ca(0,0,0)}
FootT = iPart{Suit,1,0.25,1.25,co=cc[1],mt="DiamondPlate"} LastMade.CanCollide = false
iNew{"Weld",Suit,Part0=RFoot,Part1=FootT,C0=cn(0,0.75/2,0.5)}
FootT2 = iPart{Suit,1,0.25,1,co=cc[1],mt="DiamondPlate"} LastMade.CanCollide = false
iNew{"Weld",Suit,Part0=FootT,Part1=FootT2,C0=cn(0,0,-2.25/2+0.5)}
iNew{"CylinderMesh",FootT2}
for i=-1,1,2 do
local FootWedge = iPart{Suit,1.5/4,0.5,0.75,co=cc[1],mt="DiamondPlate"} LastMade.CanCollide = false
iNew{"Weld",Suit,Part0=RFoot,Part1=FootWedge,C0=cn((0.75-(1.5/4/2))*i,0,-2.25/2-0.75/2)}
iNew{"SpecialMesh",FootWedge,MeshType="Wedge"}
local FootPart = iPart{Suit,1.5/4,0.5,0.25,co=cc[1],mt="DiamondPlate"} LastMade.CanCollide = false
iNew{"Weld",Suit,Part0=RFoot,Part1=FootPart,C0=cn((0.75-(1.5/4)*1.5)*i,0,-2.25/2-0.25/2)}
local FootPart = iPart{Suit,1.5/4,0.5,1,co=cc[1],mt="DiamondPlate"} LastMade.CanCollide = false
iNew{"Weld",Suit,Part0=RFoot,Part1=FootPart,C0=cn((0.75-(1.5/4)*1.5)*i,0,-2.5/2-1/2-0.125)}
iNew{"SpecialMesh",FootPart,MeshType="Wedge"}
end
for i=-1,1,1 do
local Bolt = iPart{Suit,0.3,0.2,0.3,co=cc[2],mt="DiamondPlate"} LastMade.CanCollide = false
iNew{"Weld",Suit,Part0=FootT2,Part1=Bolt,C0=cn(0.5*i,-0.1,i==0 and -0.9 or -0.75)}
iNew{"CylinderMesh",Bolt,Scale=v3(1,0.5,1)}
end
Char:MoveTo(Torso.Position+v3(0,10,0))
function AoEFind(Pos,Range)
local fHumans = {}
for i,v in pairs(workspace:GetChildren()) do
local fHum,fTorso,fHead = GetHuman(v)
if fHum and fTorso and fHead and v.Name~=Player.Name then
if (fTorso.Position-Pos).magnitude<=Range then
table.insert(fHumans,v)
end
end
end
return fHumans
end
HitData = {}
function AoEBreak(Pos,Range,Force,PropDmg)
local function r(d)
for i,v in pairs(d:GetChildren()) do
if v:IsA("BasePart") and v.Name~="Terrain" then
if (v.Position-Pos).magnitude<Range then
local fHum,fTorso,fHead = GetHuman(v.Parent)
if fHum and fTorso and fHead then return end
if v:IsDescendantOf(Char) or v.Name=="unray" then return end
local broke = false
if not HitData[v] then
local hh = v:GetMass()/1.5
HitData[v] = hh
end
HitData[v]=HitData[v]-PropDmg
if HitData[v]<=0 then
v.Anchored = false
v:BreakJoints()
broke=true
end
if broke then
v.Velocity=cn(Pos,v.Position).lookVector*Force
end
end
else
r(v)
end
end
end
r(workspace)
end
function GetHuman(model)
local foundHum
local foundTorso
local foundHead
if #model:GetChildren()==0 then return end
for i,v in pairs(model:GetChildren()) do
if v:IsA("Humanoid") then
foundHum = v
elseif v.Name == "Torso" then
foundTorso = v
elseif v.Name == "Head" then
foundHead = v
end
end
return foundHum,foundTorso,foundHead
end
function Knockback(fTor,face,str,dur)
local bodyVelo = iNew{"BodyVelocity",fTor,P=1250,maxForce=v3(1,1,1)/0,velocity=cn(face,fTor.Position).lookVector*str}
deb:AddItem(bodyVelo,dur)
end
HitData = {}
function Touched(hit)
if not Dmg then return end
if hit.Parent:IsDescendantOf(Char) then return end
local fHum,fTorso,fHead = GetHuman(hit.Parent)
if fHum and fTorso and fHead then
Damage(fHum,mran(Dmgv[1],Dmgv[2]))
end
if ArmAnim == "Lightning Fist" then
local BlastPos = (Hole.CFrame).p
local at = BlastPos+v3(0,-5,0)
ArmAnim = "Lightning Blast"
local Prev = Knockback
MeshEffect(workspace,cn(at),14,14,14,0.05,"New Yeller","Sphere",cn())
MeshEffect(workspace,cn(at),9,14,9,0.05,"New Yeller",as.Blast,ca(0,mran(-5,5),0))
for i=360/8,360,360/8 do
MeshEffect(workspace,cn(at)*ca(0,i,0)*cn(0,2,3)*ca(-90,0,0),1.5,8,1.5,0.05,"New Yeller",as.Diamond,cn(0,1.5,0)*ca(1,0,0))
if i==360/8 then
local fHumans = AoEFind(BlastPos,10)
AoEBreak(BlastPos,10,50,mran(35,50))
if #fHumans > 0 then
for i,v in pairs(fHumans) do
local fHum,fTorso,fHead = v.Humanoid,v.Torso,v.Head
Damage(fHum,mran(Dmgv[1],Dmgv[2])*2.5)
Knockback(fTorso,BlastPos,35,0.25)
end
end
end
end
end
end
for i,v in pairs(Suit:GetChildren()) do
if v:IsA("BasePart") and (v.Name=="Saw" or v.Name=="Chakram") then
v.Touched:connect(Touched)
end
end
for i,v in pairs(Torso:children()) do
if v:IsA("Sound") then
v:Destroy()
end
end
for i,v in pairs(Head:children()) do
if v:IsA("Sound") then
v:Destroy()
end
end
function ReturnPose(AnimationSpeed)
RePose()
for i=1,AnimationSpeed do
if not Walking then
SetWeld(LAW,0,i,AnimationSpeed,wLA,wLA2,PoseLA,PoseLA2,1)
SetWeld(RAW,0,i,AnimationSpeed,wRA,wRA2,PoseRA,PoseRA2,1)
for lever = 1,2 do
local x = lever == 1 and -1 or lever == 2 and 1
SetWeld(Levers[lever][1],0,i,AnimationSpeed,Levers[lever][2],Levers[lever][3],v3(x,0.6,-1.5),v3(0,0,0),1)
end
end
SetWeld(Root,0,i,AnimationSpeed,wRT,wRT2,PoseRT,PoseRT2,1)
SetWeld(wStand,0,i,AnimationSpeed,wST,wST2,PoseST,PoseST2,1)
SetWeld(wBall,0,i,AnimationSpeed,wBA,wBA2,PoseBA,PoseBA2,1)
SetWeld(wLArm,0,i,AnimationSpeed,wLAR,wLAR2,PoseLAR,PoseLAR2,1)
SetWeld(wLArm2,0,i,AnimationSpeed,wLARM,wLARM2,PoseLARM,PoseLARM2,1)
SetWeld(wRArm,0,i,AnimationSpeed,wRAR,wRAR2,PoseRAR,PoseRAR2,1)
SetWeld(wRArm2,0,i,AnimationSpeed,wRARM,wRARM2,PoseRARM,PoseRARM2,1)
SetWeld(wLLeg,0,i,AnimationSpeed,wLLE,wLLE2,PoseLLE,PoseLLE2,1)
SetWeld(wLLeg2,0,i,AnimationSpeed,wLLEG,wLLEG2,PoseLLEG,PoseLLEG2,1)
SetWeld(wLLeg3,0,i,AnimationSpeed,wLLL,wLLL2,PoseLLL,PoseLLL2,1)
SetWeld(wRLeg,0,i,AnimationSpeed,wRLE,wRLE2,PoseRLE,PoseRLE2,1)
SetWeld(wRLeg2,0,i,AnimationSpeed,wRLEG,wRLEG2,PoseRLEG,PoseRLEG2,1)
SetWeld(wRLeg3,0,i,AnimationSpeed,wRLL,wRLL2,PoseRLL,PoseRLL2,1)
wait(0)
end
end
function RePose()
local a,b=GetWeld(LAW)
local c,d=GetWeld(RAW)
local ee,ff=GetWeld(Root)
wLA=a wLA2=b
wRA=c wRA2=d
wRT=ee wRT2=ff
local e,f=GetWeld(wStand)
local g,h=GetWeld(wBall)
local i,j=GetWeld(wLArm)
local k,l=GetWeld(wLArm2)
local m,n=GetWeld(wRArm)
local o,p=GetWeld(wRArm2)
local q,r=GetWeld(wLLeg)
local s,t=GetWeld(wLLeg2)
local y,z=GetWeld(wLLeg3)
local u,v=GetWeld(wRLeg)
local w,x=GetWeld(wRLeg2)
local aa,bb=GetWeld(wRLeg3)
for lever = 1,2 do Levers[lever][2],Levers[lever][3]=GetWeld(Levers[lever][1]) end
wST=e wST2=f
wBA=g wBA2=h
wLAR=i wLAR2=j
wLARM=k wLARM2=l
wRAR=m wRAR2=n
wRARM=o wRARM2=p
wLLE=q wLLE2=r
wLLEG=s wLLEG2=t
wLLL=y wLLL2=z
wRLE=u wRLE2=v
wRLEG=w wRLEG2=x
wRLL=aa wRLL2=bb
end
Attacks = {}
Attacks[1] = function()
ArmAnim = "Slash"
if TorsoAnim == "" then TorsoAnim = ArmAnim end
RePose()
for i=1,ASpeed do
SetWeld(wLArm,0,i,ASpeed,wLAR,wLAR2,PoseLAR,v3(-35,0,-45),1)
SetWeld(wLArm2,0,i,ASpeed,wLARM,wLARM2,PoseLARM,v3(0,-65,-65),1)
wait(0)
end
Mult = 2
Trail = true
RePose()
for i=1,ASpeed/1.6 do
if TorsoAnim == ArmAnim then
SetWeld(Root,0,i,ASpeed/1.6,wRT,wRT2,PoseRT,v3(0,-70,0),1)
SetWeld(wStand,0,i,ASpeed/1.6,wST,wST2,PoseST,v3(0,-70,0),1)
SetWeld(wBall,0,i,ASpeed/1.6,wBA,wBA2,PoseBA,v3(0,70,0),1)
end
SetWeld(wLArm,0,i,ASpeed/1.6,wLAR,wLAR2,PoseLAR,v3(-140,0,60),1)
SetWeld(wLArm2,0,i,ASpeed/1.6,wLARM,wLARM2,PoseLARM,v3(0,-45,-25),1)
wait(0)
end
Mult = 1
Trail = false
ReturnPose(ASpeed)
ArmAnim = ""
TorsoAnim = TorsoAnim~="" and "" or TorsoAnim
end
Attacks[2] = function()
ArmAnim = "AoE Slash"
if TorsoAnim == "" then TorsoAnim = ArmAnim end
local Ang = MouseAngleY>25 and 25 or MouseAngleY<-35 and -35 or MouseAngleY
RePose()
for i=1,ASpeed do
if TorsoAnim == ArmAnim then
SetWeld(Root,0,i,ASpeed,wRT,wRT2,PoseRT,v3(0,-70,0),1)
SetWeld(wStand,0,i,ASpeed,wST,wST2,PoseST,v3(0,-70,0),1)
SetWeld(wBall,0,i,ASpeed,wBA,wBA2,PoseBA,v3(0,70,0),1)
end
SetWeld(wLArm,0,i,ASpeed,wLAR,wLAR2,PoseLAR,v3(-90,0,-Ang),1)
SetWeld(wLArm2,0,i,ASpeed,wLARM,wLARM2,PoseLARM,v3(-70,90,0),1)
wait(0)
end
Mult = 2
Trail = true
RePose()
for i=1,ASpeed/1.6 do
if TorsoAnim == ArmAnim then
SetWeld(Root,0,i,ASpeed/1.6,wRT,wRT2,PoseRT,v3(0,100,0),1)
SetWeld(wStand,0,i,ASpeed/1.6,wST,wST2,PoseST,v3(0,100,0),1)
SetWeld(wBall,0,i,ASpeed/1.6,wBA,wBA2,PoseBA,v3(0,-100,0),1)
end
SetWeld(wLArm,0,i,ASpeed/1.6,wLAR,wLAR2,PoseLAR,v3(70,0,-Ang),1)
SetWeld(wLArm2,0,i,ASpeed/1.6,wLARM,wLARM2,PoseLARM,v3(20,90,0),1)
wait(0)
end
Mult = 1
Trail = false
ReturnPose(ASpeed)
ArmAnim = ""
TorsoAnim = TorsoAnim~="" and "" or TorsoAnim
end
Attacks[3] = function()
ArmAnim = "Lightning Fist Start"
TorsoAnim = ArmAnim
RePose()
for i=1,ASpeed*1.5 do
if TorsoAnim == ArmAnim then
SetWeld(Root,0,i,ASpeed*1.5,wRT,wRT2,PoseRT,v3(0,-70,0),1)
SetWeld(wStand,0,i,ASpeed*1.5,wST,wST2,PoseST,v3(0,-70,0),1)
SetWeld(wBall,0,i,ASpeed*1.5,wBA,wBA2,PoseBA,v3(0,70,0),1)
end
SetWeld(wRArm,0,i,ASpeed*1.5,wRAR,wRAR2,PoseRAR,v3(0,50,70),1)
SetWeld(wRArm2,0,i,ASpeed*1.5,wRARM,wRARM2,PoseRARM,v3(0,0,-140),1)
wait(0)
end
Trail2 = true
PlaySound(as.ElectricShock,0.85,1,Torso)
RePose()
for i=1,ASpeed do
if TorsoAnim == ArmAnim then
SetWeld(Root,0,i,ASpeed,wRT,wRT2,PoseRT,v3(0,80,0),1)
SetWeld(wStand,0,i,ASpeed,wST,wST2,PoseST,v3(0,80,0),1)
SetWeld(wBall,0,i,ASpeed,wBA,wBA2,PoseBA,v3(0,-80,0),1)
end
SetWeld(wRArm,0,i,ASpeed,wRAR,wRAR2,PoseRAR,v3(0,35,-70),1)
SetWeld(wRArm2,0,i,ASpeed,wRARM,wRARM2,PoseRARM,v3(0,0,0),1)
wait(0)
if i==ASpeed-1 then ArmAnim = "Lightning Fist" end
end
Trail2 = false
wait(0.5)
ReturnPose(ASpeed)
ArmAnim = ""
TorsoAnim = TorsoAnim~="" and "" or TorsoAnim
end
Attacks[4] = function()
ArmAnim = "Shoot"
TorsoAnim = ArmAnim
RePose()
for i=1,ASpeed*1.5 do
if TorsoAnim == ArmAnim then
SetWeld(Root,0,i,ASpeed*1.5,wRT,wRT2,PoseRT,v3(0,90,0),1)
SetWeld(wStand,0,i,ASpeed*1.5,wST,wST2,PoseST,v3(0,90,0),1)
SetWeld(wBall,0,i,ASpeed*1.5,wBA,wBA2,PoseBA,v3(0,-90,0),1)
end
SetWeld(wRArm,0,i,ASpeed*1.5,wRAR,wRAR2,PoseRAR,v3(0,0,MouseAngleY),1)
SetWeld(wRArm2,0,i,ASpeed*1.5,wRARM,wRARM2,PoseRARM,v3(0,0,0),1)
wait(0)
end
Trail2 = true
PlaySound(as.ElectricShock,0.85,1,Torso)
RePose()
for i=1,ASpeed do
if TorsoAnim == ArmAnim then
SetWeld(Root,0,i,ASpeed,wRT,wRT2,PoseRT,v3(0,80,0),1)
SetWeld(wStand,0,i,ASpeed,wST,wST2,PoseST,v3(0,80,0),1)
SetWeld(wBall,0,i,ASpeed,wBA,wBA2,PoseBA,v3(0,-80,0),1)
end
SetWeld(wRArm,0,i,ASpeed,wRAR,wRAR2,PoseRAR,v3(0,35,-70),1)
SetWeld(wRArm2,0,i,ASpeed,wRARM,wRARM2,PoseRARM,v3(0,0,0),1)
wait(0)
if i==ASpeed-1 then ArmAnim = "Lightning Fist" end
end
Trail2 = false
wait(0.5)
ReturnPose(ASpeed)
Gyro = false
ArmAnim = ""
TorsoAnim = TorsoAnim~="" and "" or TorsoAnim
end
BP = iNew{"BodyPosition",Stand,maxForce=v3(0,0,0)}
ArmAnim = ""
LegAnim = ""
TorsoAnim = ""
ASpeed = 12
SawSpeed = 5
Trail = false
Trail2 = false
State = "Idling"
GroundOffset = v3(0,6.75,0)
PoseLA=v3(-1.5,0.5,-0.5) PoseLA2=v3(110,0,14)
PoseRA=v3(1.5,0.5,-0.5) PoseRA2=v3(110,0,-14)
PoseRT=v3(0,0,0) PoseRT2=v3(0,0,0)
PoseST=v3(0,0,0) PoseST2=v3(0,0,0)
PoseBA=v3(0,-1.5,0) PoseBA2=v3(0,0,0)
PoseLAR=v3(0,0,0) PoseLAR2=v3(-35,0,45)
PoseLARM=v3(0,0.75,0) PoseLARM2=v3(-80,100,0)
PoseRAR=v3(0,0,0) PoseRAR2=v3(0,-35,-50)
PoseRARM=v3(0,0.75,0) PoseRARM2=v3(0,90,-65)
PoseLLE=v3(-1.5,-1.25,-0.25) PoseLLE2=v3(20,0,-15)
PoseLLEG=v3(0,-0.75,0) PoseLLEG2=v3(-40,0,15)
PoseLLL=v3(0,-0.5,0) PoseLLL2=v3(20,0,0)
PoseRLE=v3(1.5,-1.25,-0.25) PoseRLE2=v3(20,0,15)
PoseRLEG=v3(0,-0.75,0) PoseRLEG2=v3(-40,0,-15)
PoseRLL=v3(0,-0.5,0) PoseRLL2=v3(20,0,0)
Arms() Legs()
ReturnPose(ASpeed)
Arms(0) Legs(0)
button1 = false
keys = {}
Mouse.Button1Down:connect(function()
button1 = true
if ArmAnim == "" then
Attacks[1]()
end
end)
Mouse.Button1Up:connect(function()
button1 = false
end)
Mouse.KeyDown:connect(function(key)
keys[key]=true
if key == "q" then
if ArmAnim == "" then
Attacks[2]()
end
end
if key == "e" then
if ArmAnim == "" then
Attacks[3]()
end
end
if key == "r" then
if ArmAnim == "" then
Attacks[4]()
end
end
if key == " " then
local hit,at = Raycast(Torso.Position,Torso.Position - (Torso.CFrame*cn(0,3,0)).p,10,Char)
if not hit or not at then return end
if ArmAnim == "" and TorsoAnim == "" and LegAnim == "" then
ArmAnim = "Jump"
LegAnim = "JumpS"
local PrevOff = GroundOffset
GroundOffset = v3(0,6,0)
ReturnPose(1)
RePose()
for i=1,ASpeed do
SetWeld(wLLeg,0,i,ASpeed,wLLE,wLLE2,PoseLLE,v3(15,0,-20),1)
SetWeld(wLLeg2,0,i,ASpeed,wLLEG,wLLEG2,PoseLLEG,v3(-45,-35,20),1)
SetWeld(wLLeg3,0,i,ASpeed,wLLL,wLLL2,PoseLLL,v3(30,35,0),0)
SetWeld(wRLeg,0,i,ASpeed,wRLE,wRLE2,PoseRLE,v3(15,0,20),1)
SetWeld(wRLeg2,0,i,ASpeed,wRLEG,wRLEG2,PoseRLEG,v3(-45,35,-20),1)
SetWeld(wRLeg3,0,i,ASpeed,wRLL,wRLL2,PoseRLL,v3(30,-35,0),0)
wait(0)
end
LegAnim = "Jump"
GroundOffset = v3(0,18,0)
RePose()
for i=1,ASpeed/1.5 do
SetWeld(wLLeg,0,i,ASpeed/1.5,wLLE,wLLE2,PoseLLE,v3(25,0,-20),1)
SetWeld(wLLeg2,0,i,ASpeed/1.5,wLLEG,wLLEG2,PoseLLEG,v3(-10,-35,20),1)
SetWeld(wLLeg3,0,i,ASpeed,wLLL,wLLL2,PoseLLL,v3(15,35,0),0)
SetWeld(wRLeg,0,i,ASpeed/1.5,wRLE,wRLE2,PoseRLE,v3(25,0,20),1)
SetWeld(wRLeg2,0,i,ASpeed/1.5,wRLEG,wRLEG2,PoseRLEG,v3(-10,35,-20),1)
SetWeld(wRLeg3,0,i,ASpeed,wRLL,wRLL2,PoseRLL,v3(15,-35,0),0)
wait(0)
end
GroundOffset = PrevOff
ReturnPose(ASpeed)
ArmAnim = ArmAnim~="" and "" or ArmAnim
LegAnim = LegAnim~="" and "" or LegAnim
end
end
end)
Mouse.KeyUp:connect(function(key)
keys[key]=false
end)
Humanoid.Changed:connect(function(prop)
if prop == "Health" then
if PrevHealth-Humanoid.Health>0 then
for i,v in pairs(game:GetService("Players"):GetChildren()) do
if not v:IsA("Player") or not v.Character.Parent then return end
local fHum,fTorso,fHead = GetHuman(v.Character)
if not fHum or not fTorso then return end
if v.Name~=Player.Name then
local Dist = (v.Character.Torso.Position-Torso.Position).magnitude
if Dist<25 then
Damage(v.Character.Humanoid,math.ceil((PrevHealth-Humanoid.Health)*0.75))
Lightning(Hole.Position,fTorso.Position,mran(3,6),5,"New Yeller",0.3,mran2(0.5,0.9))
PlaySound(as.ElectricShock,1,1,Torso)
end
end
end
end
end
end)
Spawn(function()
while Suit.Parent do
for ii,vv in pairs(Saws) do
Spawn(function()
for i=0,180,360/(200/SawSpeed) do
vv[2].C0=cn(-1.25/2-0.5,0,0)*ca(0,i,0)*cn(0,0,-1.25/2)
wait(0)
end
for i=-1.25/2,1.25+0.3,(1.25/40)*SawSpeed do
vv[2].C0=cn(-0.5+i,0,1.25/2)
wait(0)
end
for i=180,360,360/(200/SawSpeed) do
vv[2].C0=cn(1.25/2+0.4,0,0)*ca(0,i,0)*cn(0,0,-1.25/2)
wait(0)
end
for i=1.25/2,-1.25-0.3,-(1.25/40)*SawSpeed do
vv[2].C0=cn(0.4+i,0,-1.25/2)
wait(0)
end
end)
wait(0.08)
end
wait(0)
end
end)
Count = 0
game:GetService("RunService").RenderStepped:connect(function()
if Suit.Parent then
Count = Count+1
local hit,at = Raycast(Stand.Position,Stand.Position - (Stand.CFrame*cn(0,3,0)).p,10,Char)
if hit and at then
BP.position = at+GroundOffset
BP.maxForce = v3(0,1/0,0)
else
BP.maxForce = v3()
end
local CurrentPos = ArmSawP.CFrame*cn(0,0,-0.5)
if Trail then
if LastPos and (ArmSawP.Position-LastPos.p).magnitude > 0.1 then
local h = 4.5
local ft = 0.15
local a,b = Triangle{(LastPos*cn(0,h/2,0)).p,(LastPos*cn(0,-h/2,0)).p,(CurrentPos*cn(0,h/2,0)).p}
if a then deb:AddItem(a,ft) end
if b then deb:AddItem(b,ft) end
local a,b = Triangle{(CurrentPos*cn(0,h/2,0)).p,(CurrentPos*cn(0,-h/2,0)).p,(LastPos*cn(0,-h/2,0)).p}
if a then deb:AddItem(a,ft) end
if b then deb:AddItem(b,ft) end
LastPos = CurrentPos
elseif not LastPos then
LastPos = CurrentPos
end
elseif not Trail then
LastPos = nil
end
if Trail2 then
if Count%1==0 then
local sc = 5
local To = Hole.Position+v3(mran(-sc,sc),mran(-sc,sc),mran(-sc,sc))
Lightning(Hole.Position,To,mran(3,6),mran(1,4),"New Yeller",0.2,mran2(0.5,0.9))
end
end
wChakram.C0=cn(0,-1.4,0)*ca(90,0,Count*SawSpeed)
MouseAngleX = math.floor(cn(Head.Position,Mouse.Hit.p).lookVector.x*90)
MouseAngleY = math.floor(cn(Head.Position,Mouse.Hit.p).lookVector.y*90)
SetWeld(Neck,0,1,1,v3(),v3(),v3(0,1.5,-0.1),v3(MouseAngleY<-20 and -20 or MouseAngleY>45 and 45 or MouseAngleY,0,0),1)
PrevHealth = Humanoid.Health
Walking = v3(Torso.Velocity.x,0,Torso.Velocity.z).magnitude>1 and true or false
end
end)
while wait(0) do
if not Humanoid.PlatformStand and not Humanoid.Sit then
local AnimSpeed = ASpeed/1.5
if Walking then
State = "Walking"
RePose()
Humanoid.WalkSpeed = 12
for i=1,AnimSpeed do
if TorsoAnim == "" then
SetWeld(Root,0,i,AnimSpeed,wRT,wRT2,PoseRT,v3(0,-15,0),0)
SetWeld(wStand,0,i,AnimSpeed,wST,wST2,PoseST,v3(0,-15,0),0)
SetWeld(wBall,0,i,AnimSpeed,wBA,wBA2,PoseBA,v3(0,15,0),0)
end
if ArmAnim == "" then
SetWeld(wLArm,0,i,AnimSpeed,wLAR,wLAR2,PoseLAR,v3(-90,0,20),1)
SetWeld(wLArm2,0,i,AnimSpeed,wLARM,wLARM2,PoseLARM,v3(-45,90,0),1)
end
if LegAnim == "" then
SetWeld(wLLeg,0,i,AnimSpeed,wLLE,wLLE2,PoseLLE,v3(80,0,-20),0)
SetWeld(wLLeg2,0,i,AnimSpeed,wLLEG,wLLEG2,PoseLLEG,v3(-80,0,20),0)
SetWeld(wLLeg3,0,i,AnimSpeed,wLLL,wLLL2,PoseLLL,v3(0,-15,0),0)
SetWeld(wRLeg,0,i,AnimSpeed,wRLE,wRLE2,PoseRLE,v3(-35,0,20),0)
SetWeld(wRLeg2,0,i,AnimSpeed,wRLEG,wRLEG2,PoseRLEG,v3(-0,0,-20),0)
SetWeld(wRLeg3,0,i,AnimSpeed,wRLL,wRLL2,PoseRLL,v3(35,0,0),0)
end
SetWeld(RAW,0,i,AnimSpeed,wRA,wRA2,v3(1.5,0.5,0),PoseRA2,0)
SetWeld(LAW,0,i,AnimSpeed,wLA,wLA2,v3(-1.5,0.5,-1),PoseLA2,0)
for lever = 1,2 do
local x = lever == 1 and -1 or lever == 2 and 1
SetWeld(Levers[lever][1],0,i,AnimSpeed,Levers[lever][2],Levers[lever][3],v3(x,0.6,-1.5),v3(25*x,0,0),0)
end
wait(0)
if not Walking then
break
end
end
RePose()
Humanoid.WalkSpeed = 22
for i=1,AnimSpeed/2.5 do
if LegAnim == "" then
SetWeld(wLLeg,0,i,AnimSpeed/2.5,wLLE,wLLE2,PoseLLE,v3(35,0,-20),0)
SetWeld(wLLeg2,0,i,AnimSpeed/2.5,wLLEG,wLLEG2,PoseLLEG,v3(-35,0,20),0)
SetWeld(wLLeg3,0,i,AnimSpeed/2.5,wLLL,wLLL2,PoseLLL,v3(0,-15,0),0)
SetWeld(wRLeg,0,i,AnimSpeed/2.5,wRLE,wRLE2,PoseRLE,v3(-65,0,20),0)
SetWeld(wRLeg2,0,i,AnimSpeed/2.5,wRLEG,wRLEG2,PoseRLEG,v3(-45,0,-20),0)
SetWeld(wRLeg3,0,i,AnimSpeed/2.5,wRLL,wRLL2,PoseRLL,v3(0,15,0),0)
end
SetWeld(RAW,0,i,AnimSpeed/2.5,wRA,wRA2,v3(1.5,0.5,0),PoseRA2,0)
SetWeld(LAW,0,i,AnimSpeed/2.5,wLA,wLA2,v3(-1.5,0.5,-1),PoseLA2,0)
for lever = 1,2 do
local x = lever == 1 and -1 or lever == 2 and 1
SetWeld(Levers[lever][1],0,i,AnimSpeed/2.5,Levers[lever][2],Levers[lever][3],v3(x,0.6,-1.5),v3(25*x,0,0),0)
end
wait(0)
if not Walking then
break
end
end
RePose()
Humanoid.WalkSpeed = 12
for i=1,AnimSpeed do
if TorsoAnim == "" then
SetWeld(Root,0,i,AnimSpeed,wRT,wRT2,PoseRT,v3(0,15,0),0)
SetWeld(wStand,0,i,AnimSpeed,wST,wST2,PoseST,v3(0,15,0),0)
SetWeld(wBall,0,i,AnimSpeed,wBA,wBA2,PoseBA,v3(0,-15,0),0)
end
if LegAnim == "" then
SetWeld(wRLeg,0,i,AnimSpeed,wRLE,wRLE2,PoseRLE,v3(80,0,20),0)
SetWeld(wRLeg2,0,i,AnimSpeed,wRLEG,wRLEG2,PoseRLEG,v3(-80,0,-20),0)
SetWeld(wRLeg3,0,i,AnimSpeed,wRLL,wRLL2,PoseRLL,v3(0,15,0),0)
SetWeld(wLLeg,0,i,AnimSpeed,wLLE,wLLE2,PoseLLE,v3(-35,0,-20),0)
SetWeld(wLLeg2,0,i,AnimSpeed,wLLEG,wLLEG2,PoseLLEG,v3(-0,0,20),0)
SetWeld(wLLeg3,0,i,AnimSpeed,wLLL,wLLL2,PoseLLL,v3(35,-0,0),0)
SetWeld(RAW,0,i,AnimSpeed,wRA,wRA2,v3(1.5,0.5,-1),PoseRA2,0)
SetWeld(LAW,0,i,AnimSpeed,wLA,wLA2,v3(-1.5,0.5,0),PoseLA2,0)
for lever = 1,2 do
local x = lever == 1 and -1 or lever == 2 and 1
SetWeld(Levers[lever][1],0,i,AnimSpeed,Levers[lever][2],Levers[lever][3],v3(x,0.6,-1.5),v3(-25*x,0,0),0)
end
end
wait(0)
if not Walking then
break
end
end
RePose()
Humanoid.WalkSpeed = 22
for i=1,AnimSpeed/2.5 do
if LegAnim == "" then
SetWeld(wRLeg,0,i,AnimSpeed/2.5,wRLE,wRLE2,PoseRLE,v3(35,0,20),0)
SetWeld(wRLeg2,0,i,AnimSpeed/2.5,wRLEG,wRLEG2,PoseRLEG,v3(-35,0,-20),0)
SetWeld(wRLeg3,0,i,AnimSpeed/2.5,wRLL,wRLL2,PoseRLL,v3(0,15,0),0)
SetWeld(wLLeg,0,i,AnimSpeed/2.5,wLLE,wLLE2,PoseLLE,v3(-65,0,-20),0)
SetWeld(wLLeg2,0,i,AnimSpeed/2.5,wLLEG,wLLEG2,PoseLLEG,v3(-45,0,20),0)
SetWeld(wLLeg3,0,i,AnimSpeed/2.5,wLLL,wLLL2,PoseLLL,v3(0,-15,0),0)
SetWeld(RAW,0,i,AnimSpeed/2.5,wRA,wRA2,v3(1.5,0.5,-1),PoseRA2,0)
SetWeld(LAW,0,i,AnimSpeed/2.5,wLA,wLA2,v3(-1.5,0.5,0),PoseLA2,0)
for lever = 1,2 do
local x = lever == 1 and -1 or lever == 2 and 1
SetWeld(Levers[lever][1],0,i,AnimSpeed/2.5,Levers[lever][2],Levers[lever][3],v3(x,0.6,-1.5),v3(-25*x,0,0),0)
end
end
wait(0)
if not Walking then
break
end
end
elseif Torso.Velocity.magnitude < 1 then
if State == "Walking" then
State = "Idling"
RePose()
for i=1,AnimSpeed do
if TorsoAnim == "" then
SetWeld(Root,0,i,ASpeed,wRT,wRT2,PoseRT,PoseRT2,0)
SetWeld(wStand,0,i,ASpeed,wST,wST2,PoseST,PoseST2,0)
SetWeld(wBall,0,i,AnimSpeed,wBA,wBA2,PoseBA,PoseBA2,0)
end
if LegAnim == "" then
SetWeld(wLLeg,0,i,AnimSpeed,wLLE,wLLE2,PoseLLE,PoseLLE2,0)
SetWeld(wLLeg2,0,i,AnimSpeed,wLLEG,wLLEG2,PoseLLEG,PoseLLEG2,0)
SetWeld(wLLeg3,0,i,AnimSpeed,wLLL,wLLL2,PoseLLL,PoseLLL2,0)
SetWeld(wRLeg,0,i,AnimSpeed,wRLE,wRLE2,PoseRLE,PoseRLE2,0)
SetWeld(wRLeg2,0,i,AnimSpeed,wRLEG,wRLEG2,PoseRLEG,PoseRLEG2,0)
SetWeld(wRLeg3,0,i,AnimSpeed,wRLL,wRLL2,PoseRLL,PoseRLL2,0)
end
wait(0)
if Walking then
break
end
end
end
end
end
end